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Healing


felincyriac.5981

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> @"Blocki.4931" said:

> Watching necro players deny how powerful an entirely separate second healthbar for their character is and that it perfectly justifies how the kit is built around it is the funniest thing

 

Just as funny as watching each and every player with a "main profession" saying how it's profession is underpowered basing their argumentation on a "meta" build that don't use the tools that their own "main profession" could use to fix this feeling of being underpowered.

 

The "second health bar" (which isn't really one but whatever), from an objective point of view, is both good and bad. Good in the sense that it can give a pretty good uptime of "defense" while letting the necromancer contine to deal damage. Bad in the sense that it's the weakest mechanism possible to face CC or "big hits".

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> @"Blocki.4931" said:

> Watching necro players deny how powerful an entirely separate second healthbar for their character is and that it perfectly justifies how the kit is built around it is the funniest thing

A second health bar that degenerates by itself, locks you into melee range _(*)_, prevents you from being healed and disables your utility skills.

 

Do you even pvp?

 

_(*) as long as core stays trash tier, we don' need to talk about the range of the core shroud auto attack_

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